#pragma BLENDER_REQUIRE(common_math_lib.glsl) #pragma BLENDER_REQUIRE(common_math_geom_lib.glsl) #pragma BLENDER_REQUIRE(common_utiltex_lib.glsl) #pragma BLENDER_REQUIRE(raytrace_lib.glsl) #pragma BLENDER_REQUIRE(lightprobe_lib.glsl) #pragma BLENDER_REQUIRE(ssr_lib.glsl) /* Based on Stochastic Screen Space Reflections * https://www.ea.com/frostbite/news/stochastic-screen-space-reflections */ #define MAX_MIP 9.0 uniform ivec2 halfresOffset; ivec2 encode_hit_data(vec2 hit_pos, bool has_hit, bool is_planar) { ivec2 hit_data = ivec2(saturate(hit_pos) * 32767.0); /* 16bit signed int limit */ hit_data.x *= (is_planar) ? -1 : 1; hit_data.y *= (has_hit) ? 1 : -1; return hit_data; } vec2 decode_hit_data(vec2 hit_data, out bool has_hit, out bool is_planar) { is_planar = (hit_data.x < 0); has_hit = (hit_data.y > 0); vec2 hit_co = vec2(abs(hit_data)) / 32767.0; /* 16bit signed int limit */ if (is_planar) { hit_co.x = 1.0 - hit_co.x; } return hit_co; } #ifdef STEP_RAYTRACE uniform sampler2D normalBuffer; uniform sampler2D specroughBuffer; layout(location = 0) out ivec2 hitData; layout(location = 1) out float pdfData; void do_planar_ssr(int index, vec3 V, vec3 N, vec3 T, vec3 B, vec3 planeNormal, vec3 viewPosition, float a2, vec4 rand) { float NH; vec3 H = sample_ggx(rand.xzw, a2, N, T, B, NH); /* Microfacet normal */ float pdf = pdf_ggx_reflect(NH, a2); vec3 R = reflect(-V, H); R = reflect(R, planeNormal); /* If ray is bad (i.e. going below the plane) regenerate. */ if (dot(R, planeNormal) > 0.0) { vec3 H = sample_ggx(rand.xzw * vec3(1.0, -1.0, -1.0), a2, N, T, B, NH); /* Microfacet normal */ pdf = pdf_ggx_reflect(NH, a2); R = reflect(-V, H); R = reflect(R, planeNormal); } pdfData = min(1024e32, pdf); /* Theoretical limit of 16bit float */ /* Since viewspace hit position can land behind the camera in this case, * we save the reflected view position (visualize it as the hit position * below the reflection plane). This way it's garanted that the hit will * be in front of the camera. That let us tag the bad rays with a negative * sign in the Z component. */ vec3 hit_pos = raycast(index, viewPosition, R * 1e16, 1e16, rand.y, ssrQuality, a2, false); hitData = encode_hit_data(hit_pos.xy, (hit_pos.z > 0.0), true); } void do_ssr(vec3 V, vec3 N, vec3 T, vec3 B, vec3 viewPosition, float a2, vec4 rand) { float NH; vec3 H = sample_ggx(rand.xzw, a2, N, T, B, NH); /* Microfacet normal */ float pdf = pdf_ggx_reflect(NH, a2); vec3 R = reflect(-V, H); pdfData = min(1024e32, pdf); /* Theoretical limit of 16bit float */ vec3 hit_pos = raycast(-1, viewPosition, R * 1e16, ssrThickness, rand.y, ssrQuality, a2, true); hitData = encode_hit_data(hit_pos.xy, (hit_pos.z > 0.0), false); } void main() { # ifdef FULLRES ivec2 fullres_texel = ivec2(gl_FragCoord.xy); ivec2 halfres_texel = fullres_texel; # else ivec2 fullres_texel = ivec2(gl_FragCoord.xy) * 2 + halfresOffset; ivec2 halfres_texel = ivec2(gl_FragCoord.xy); # endif float depth = texelFetch(depthBuffer, fullres_texel, 0).r; /* Default: not hits. */ hitData = encode_hit_data(vec2(0.5), false, false); pdfData = 0.0; /* Early out */ /* We can't do discard because we don't clear the render target. */ if (depth == 1.0) { return; } vec2 uvs = vec2(fullres_texel) / vec2(textureSize(depthBuffer, 0)); /* Using view space */ vec3 viewPosition = get_view_space_from_depth(uvs, depth); vec3 V = viewCameraVec; vec3 N = normal_decode(texelFetch(normalBuffer, fullres_texel, 0).rg, V); /* Retrieve pixel data */ vec4 speccol_roughness = texelFetch(specroughBuffer, fullres_texel, 0).rgba; /* Early out */ if (dot(speccol_roughness.rgb, vec3(1.0)) == 0.0) { return; } float roughness = speccol_roughness.a; float roughnessSquared = max(1e-3, roughness * roughness); float a2 = roughnessSquared * roughnessSquared; /* Early out */ if (roughness > ssrMaxRoughness + 0.2) { return; } vec4 rand = texelfetch_noise_tex(halfres_texel); /* Gives *perfect* reflection for very small roughness */ if (roughness < 0.04) { rand.xzw *= 0.0; } /* Importance sampling bias */ rand.x = mix(rand.x, 0.0, ssrBrdfBias); vec3 worldPosition = transform_point(ViewMatrixInverse, viewPosition); vec3 wN = transform_direction(ViewMatrixInverse, N); vec3 T, B; make_orthonormal_basis(N, T, B); /* Generate tangent space */ /* Planar Reflections */ for (int i = 0; i < MAX_PLANAR && i < prbNumPlanar; i++) { PlanarData pd = planars_data[i]; float fade = probe_attenuation_planar(pd, worldPosition, wN, 0.0); if (fade > 0.5) { /* Find view vector / reflection plane intersection. */ /* TODO optimize, use view space for all. */ vec3 tracePosition = line_plane_intersect(worldPosition, cameraVec, pd.pl_plane_eq); tracePosition = transform_point(ViewMatrix, tracePosition); vec3 planeNormal = transform_direction(ViewMatrix, pd.pl_normal); do_planar_ssr(i, V, N, T, B, planeNormal, tracePosition, a2, rand); return; } } do_ssr(V, N, T, B, viewPosition, a2, rand); } #else /* STEP_RESOLVE */ uniform sampler2D prevColorBuffer; /* previous frame */ uniform sampler2D normalBuffer; uniform sampler2D specroughBuffer; uniform isampler2D hitBuffer; uniform sampler2D pdfBuffer; uniform int neighborOffset; const ivec2 neighbors[32] = ivec2[32](ivec2(0, 0), ivec2(1, 1), ivec2(-2, 0), ivec2(0, -2), ivec2(0, 0), ivec2(1, -1), ivec2(-2, 0), ivec2(0, 2), ivec2(0, 0), ivec2(-1, -1), ivec2(2, 0), ivec2(0, 2), ivec2(0, 0), ivec2(-1, 1), ivec2(2, 0), ivec2(0, -2), ivec2(0, 0), ivec2(2, 2), ivec2(-2, 2), ivec2(0, -1), ivec2(0, 0), ivec2(2, -2), ivec2(-2, -2), ivec2(0, 1), ivec2(0, 0), ivec2(-2, -2), ivec2(-2, 2), ivec2(1, 0), ivec2(0, 0), ivec2(2, 2), ivec2(2, -2), ivec2(-1, 0)); out vec4 fragColor; # if 0 /* Finish reprojection with motion vectors */ vec3 get_motion_vector(vec3 pos) { } /* http://bitsquid.blogspot.fr/2017/06/reprojecting-reflections_22.html */ vec3 find_reflection_incident_point(vec3 cam, vec3 hit, vec3 pos, vec3 N) { float d_cam = point_plane_projection_dist(cam, pos, N); float d_hit = point_plane_projection_dist(hit, pos, N); if (d_hit < d_cam) { /* Swap */ float tmp = d_cam; d_cam = d_hit; d_hit = tmp; } vec3 proj_cam = cam - (N * d_cam); vec3 proj_hit = hit - (N * d_hit); return (proj_hit - proj_cam) * d_cam / (d_cam + d_hit) + proj_cam; } # endif float brightness(vec3 c) { return max(max(c.r, c.g), c.b); } vec2 get_reprojected_reflection(vec3 hit, vec3 pos, vec3 N) { /* TODO real reprojection with motion vectors, etc... */ return project_point(pastViewProjectionMatrix, hit).xy * 0.5 + 0.5; } float get_sample_depth(vec2 hit_co, bool is_planar, float planar_index) { if (is_planar) { hit_co.x = 1.0 - hit_co.x; return textureLod(planarDepth, vec3(hit_co, planar_index), 0.0).r; } else { return textureLod(depthBuffer, hit_co, 0.0).r; } } vec3 get_hit_vector(vec3 hit_pos, PlanarData pd, vec3 worldPosition, vec3 N, vec3 V, bool is_planar, inout vec2 hit_co, inout float mask) { vec3 hit_vec; if (is_planar) { /* Reflect back the hit position to have it in non-reflected world space */ vec3 trace_pos = line_plane_intersect(worldPosition, V, pd.pl_plane_eq); hit_vec = hit_pos - trace_pos; hit_vec = reflect(hit_vec, pd.pl_normal); /* Modify here so mip texel alignment is correct. */ hit_co.x = 1.0 - hit_co.x; } else { /* Find hit position in previous frame. */ hit_co = get_reprojected_reflection(hit_pos, worldPosition, N); hit_vec = hit_pos - worldPosition; } mask = screen_border_mask(hit_co); return hit_vec; } vec3 get_scene_color(vec2 ref_uvs, float mip, float planar_index, bool is_planar) { if (is_planar) { return textureLod(probePlanars, vec3(ref_uvs, planar_index), min(mip, prbLodPlanarMax)).rgb; } else { return textureLod(prevColorBuffer, ref_uvs, mip).rgb; } } vec4 get_ssr_samples(vec4 hit_pdf, ivec4 hit_data[2], PlanarData pd, float planar_index, vec3 worldPosition, vec3 N, vec3 V, float roughnessSquared, float cone_tan, vec2 source_uvs, inout float weight_acc) { bvec4 is_planar, has_hit; vec4 hit_co[2]; hit_co[0].xy = decode_hit_data(hit_data[0].xy, has_hit.x, is_planar.x); hit_co[0].zw = decode_hit_data(hit_data[0].zw, has_hit.y, is_planar.y); hit_co[1].xy = decode_hit_data(hit_data[1].xy, has_hit.z, is_planar.z); hit_co[1].zw = decode_hit_data(hit_data[1].zw, has_hit.w, is_planar.w); vec4 hit_depth; hit_depth.x = get_sample_depth(hit_co[0].xy, is_planar.x, planar_index); hit_depth.y = get_sample_depth(hit_co[0].zw, is_planar.y, planar_index); hit_depth.z = get_sample_depth(hit_co[1].xy, is_planar.z, planar_index); hit_depth.w = get_sample_depth(hit_co[1].zw, is_planar.w, planar_index); /* Hit position in view space. */ vec3 hit_view[4]; hit_view[0] = get_view_space_from_depth(hit_co[0].xy, hit_depth.x); hit_view[1] = get_view_space_from_depth(hit_co[0].zw, hit_depth.y); hit_view[2] = get_view_space_from_depth(hit_co[1].xy, hit_depth.z); hit_view[3] = get_view_space_from_depth(hit_co[1].zw, hit_depth.w); vec4 homcoord = vec4(hit_view[0].z, hit_view[1].z, hit_view[2].z, hit_view[3].z); homcoord = ProjectionMatrix[2][3] * homcoord + ProjectionMatrix[3][3]; /* Hit position in world space. */ vec3 hit_pos[4]; hit_pos[0] = transform_point(ViewMatrixInverse, hit_view[0]); hit_pos[1] = transform_point(ViewMatrixInverse, hit_view[1]); hit_pos[2] = transform_point(ViewMatrixInverse, hit_view[2]); hit_pos[3] = transform_point(ViewMatrixInverse, hit_view[3]); /* Get actual hit vector and hit coordinate (from last frame). */ vec4 mask = vec4(1.0); hit_pos[0] = get_hit_vector( hit_pos[0], pd, worldPosition, N, V, is_planar.x, hit_co[0].xy, mask.x); hit_pos[1] = get_hit_vector( hit_pos[1], pd, worldPosition, N, V, is_planar.y, hit_co[0].zw, mask.y); hit_pos[2] = get_hit_vector( hit_pos[2], pd, worldPosition, N, V, is_planar.z, hit_co[1].xy, mask.z); hit_pos[3] = get_hit_vector( hit_pos[3], pd, worldPosition, N, V, is_planar.w, hit_co[1].zw, mask.w); vec4 hit_dist; hit_dist.x = length(hit_pos[0]); hit_dist.y = length(hit_pos[1]); hit_dist.z = length(hit_pos[2]); hit_dist.w = length(hit_pos[3]); hit_dist = max(vec4(1e-8), hit_dist); /* Normalize */ hit_pos[0] /= hit_dist.x; hit_pos[1] /= hit_dist.y; hit_pos[2] /= hit_dist.z; hit_pos[3] /= hit_dist.w; /* Compute cone footprint in screen space. */ vec4 cone_footprint = hit_dist * cone_tan; cone_footprint = ssrBrdfBias * 0.5 * cone_footprint * max(ProjectionMatrix[0][0], ProjectionMatrix[1][1]) / homcoord; /* Estimate a cone footprint to sample a corresponding mipmap level. */ vec4 mip = log2(cone_footprint * max_v2(vec2(textureSize(depthBuffer, 0)))); mip = clamp(mip, 0.0, MAX_MIP); /* Correct UVs for mipmaping mis-alignment */ hit_co[0].xy *= mip_ratio_interp(mip.x); hit_co[0].zw *= mip_ratio_interp(mip.y); hit_co[1].xy *= mip_ratio_interp(mip.z); hit_co[1].zw *= mip_ratio_interp(mip.w); /* Slide 54 */ vec4 bsdf; bsdf.x = bsdf_ggx(N, hit_pos[0], V, roughnessSquared); bsdf.y = bsdf_ggx(N, hit_pos[1], V, roughnessSquared); bsdf.z = bsdf_ggx(N, hit_pos[2], V, roughnessSquared); bsdf.w = bsdf_ggx(N, hit_pos[3], V, roughnessSquared); vec4 weight = step(1e-8, hit_pdf) * bsdf / max(vec4(1e-8), hit_pdf); vec3 sample[4]; sample[0] = get_scene_color(hit_co[0].xy, mip.x, planar_index, is_planar.x); sample[1] = get_scene_color(hit_co[0].zw, mip.y, planar_index, is_planar.y); sample[2] = get_scene_color(hit_co[1].xy, mip.z, planar_index, is_planar.z); sample[3] = get_scene_color(hit_co[1].zw, mip.w, planar_index, is_planar.w); /* Clamped brightness. */ vec4 luma; luma.x = brightness(sample[0]); luma.y = brightness(sample[1]); luma.z = brightness(sample[2]); luma.w = brightness(sample[3]); luma = max(vec4(1e-8), luma); luma = 1.0 - max(vec4(0.0), luma - ssrFireflyFac) / luma; sample[0] *= luma.x; sample[1] *= luma.y; sample[2] *= luma.z; sample[3] *= luma.w; /* Protection against NaNs in the history buffer. * This could be removed if some previous pass has already * sanitized the input. */ if (any(isnan(sample[0]))) { sample[0] = vec3(0.0); weight.x = 0.0; } if (any(isnan(sample[1]))) { sample[1] = vec3(0.0); weight.y = 0.0; } if (any(isnan(sample[2]))) { sample[2] = vec3(0.0); weight.z = 0.0; } if (any(isnan(sample[3]))) { sample[3] = vec3(0.0); weight.w = 0.0; } weight_acc += sum(weight); /* Do not add light if ray has failed. */ vec4 accum; accum = vec4(sample[0], mask.x) * weight.x * float(has_hit.x); accum += vec4(sample[1], mask.y) * weight.y * float(has_hit.y); accum += vec4(sample[2], mask.z) * weight.z * float(has_hit.z); accum += vec4(sample[3], mask.w) * weight.w * float(has_hit.w); return accum; } void main() { ivec2 fullres_texel = ivec2(gl_FragCoord.xy); # ifdef FULLRES ivec2 halfres_texel = fullres_texel; # else ivec2 halfres_texel = ivec2(gl_FragCoord.xy / 2.0); # endif vec2 uvs = gl_FragCoord.xy / vec2(textureSize(depthBuffer, 0)); float depth = textureLod(depthBuffer, uvs, 0.0).r; /* Early out */ if (depth == 1.0) { discard; } /* Using world space */ vec3 viewPosition = get_view_space_from_depth(uvs, depth); /* Needed for viewCameraVec */ vec3 worldPosition = transform_point(ViewMatrixInverse, viewPosition); vec3 V = cameraVec; vec3 vN = normal_decode(texelFetch(normalBuffer, fullres_texel, 0).rg, viewCameraVec); vec3 N = transform_direction(ViewMatrixInverse, vN); vec4 speccol_roughness = texelFetch(specroughBuffer, fullres_texel, 0).rgba; /* Early out */ if (dot(speccol_roughness.rgb, vec3(1.0)) == 0.0) { discard; } float roughness = speccol_roughness.a; float roughnessSquared = max(1e-3, roughness * roughness); vec4 spec_accum = vec4(0.0); /* Resolve SSR */ float cone_cos = cone_cosine(roughnessSquared); float cone_tan = sqrt(1 - cone_cos * cone_cos) / cone_cos; cone_tan *= mix(saturate(dot(N, -V) * 2.0), 1.0, roughness); /* Elongation fit */ vec2 source_uvs = project_point(pastViewProjectionMatrix, worldPosition).xy * 0.5 + 0.5; vec4 ssr_accum = vec4(0.0); float weight_acc = 0.0; if (roughness < ssrMaxRoughness + 0.2) { /* TODO optimize with textureGather */ /* Doing these fetches early to hide latency. */ vec4 hit_pdf; hit_pdf.x = texelFetch(pdfBuffer, halfres_texel + neighbors[0 + neighborOffset], 0).r; hit_pdf.y = texelFetch(pdfBuffer, halfres_texel + neighbors[1 + neighborOffset], 0).r; hit_pdf.z = texelFetch(pdfBuffer, halfres_texel + neighbors[2 + neighborOffset], 0).r; hit_pdf.w = texelFetch(pdfBuffer, halfres_texel + neighbors[3 + neighborOffset], 0).r; ivec4 hit_data[2]; hit_data[0].xy = texelFetch(hitBuffer, halfres_texel + neighbors[0 + neighborOffset], 0).rg; hit_data[0].zw = texelFetch(hitBuffer, halfres_texel + neighbors[1 + neighborOffset], 0).rg; hit_data[1].xy = texelFetch(hitBuffer, halfres_texel + neighbors[2 + neighborOffset], 0).rg; hit_data[1].zw = texelFetch(hitBuffer, halfres_texel + neighbors[3 + neighborOffset], 0).rg; /* Find Planar Reflections affecting this pixel */ PlanarData pd; float planar_index; for (int i = 0; i < MAX_PLANAR && i < prbNumPlanar; i++) { pd = planars_data[i]; float fade = probe_attenuation_planar(pd, worldPosition, N, 0.0); if (fade > 0.5) { planar_index = float(i); break; } } ssr_accum += get_ssr_samples(hit_pdf, hit_data, pd, planar_index, worldPosition, N, V, roughnessSquared, cone_tan, source_uvs, weight_acc); } /* Compute SSR contribution */ if (weight_acc > 0.0) { ssr_accum /= weight_acc; /* fade between 0.5 and 1.0 roughness */ ssr_accum.a *= smoothstep(ssrMaxRoughness + 0.2, ssrMaxRoughness, roughness); accumulate_light(ssr_accum.rgb, ssr_accum.a, spec_accum); } /* If SSR contribution is not 1.0, blend with cubemaps */ if (spec_accum.a < 1.0) { fallback_cubemap(N, V, worldPosition, viewPosition, roughness, roughnessSquared, spec_accum); } fragColor = vec4(spec_accum.rgb * speccol_roughness.rgb, 1.0); } #endif